EXP G40 Game 3 Trout vs JCat
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@johnnycat That's the process for the board game. For Triple A, it will do everything automatically except for adjusting the IPC levels. On your G9 turn, you will get a message that asks you if you want to pay 5 IPCs for the takeover. Click on that box and then all territories and units will automatically become Nazi.
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@johnnycat Game History
Round: 8 Purchase Units - ANZAC Turning on Edit Mode EDIT: Removing units owned by Germans from 97 Sea Zone: 1 armour, 2 artilleries, 2 infantry, 1 mech_infantry and 3 transports EDIT: Adding units owned by Germans to Southern Italy: 1 armour, 2 artilleries, 2 infantry and 2 mech_infantrys EDIT: Adding units owned by Germans to 97 Sea Zone: 3 GermanUBoats EDIT: Removing units owned by Germans from 95 Sea Zone: 3 submarines EDIT: Adding units owned by Germans to 95 Sea Zone: 3 GermanUBoats EDIT: Removing units owned by Germans from Malta: 1 Italian_LCV and 3 italian_paras EDIT: Adding units owned by Germans to Malta: 1 German_LCV and 3 german_paras EDIT: Turning off Edit Mode Turning on Edit Mode EDIT: Adding units owned by Germans to 97 Sea Zone: 3 transports EDIT: Adding units owned by Germans to Germany: 2 G_Rails EDIT: Adding units owned by Germans to Southern Italy: 1 G_Rail EDIT: Turning off Edit Mode ANZAC buy 1 Escort, 1 destroyer, 1 infantry and 1 transport; Remaining resources: 0 PUs; Combat Move - ANZAC 1 destroyer moved from 54 Sea Zone to 45 Sea Zone 2 fighters moved from Queensland to 45 Sea Zone Combat - ANZAC Battle in 45 Sea Zone ANZAC attack with 1 destroyer and 2 fighters Japanese defend with 1 pacific_submarine ANZAC roll dice for 1 destroyer and 2 fighters in 45 Sea Zone, round 2 : 1/3 hits, 1.33 expected hits Japanese roll dice for 1 pacific_submarine in 45 Sea Zone, round 2 : 0/1 hits, 0.17 expected hits 1 pacific_submarine owned by the Japanese lost in 45 Sea Zone ANZAC win with 1 destroyer and 2 fighters remaining. Battle score for attacker is 0 Casualties for Japanese: 1 pacific_submarine Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone Non Combat Move - ANZAC Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone 1 battleship, 1 carrier, 1 cruiser, 1 destroyer and 2 transports moved from 62 Sea Zone to 54 Sea Zone 2 fighters moved from 45 Sea Zone to 54 Sea Zone 3 infantry moved from Dutch New Guinea to New Guinea 1 artillery moved from Dutch New Guinea to New Guinea 1 infantry moved from New South Wales to Queensland 1 artillery moved from New South Wales to Queensland Place Units - ANZAC 1 Escort, 1 destroyer and 1 transport placed in 62 Sea Zone 1 infantry placed in New South Wales Turn Complete - ANZAC Trigger ANZAC RemoveANZACConvoySZ62Invert: has removed 1 Escort owned by ANZAC in 62 Sea Zone Trigger ANZAC RemoveANZACConvoySZ62Invert: ANZAC has 1 Escort_Convoy placed in 62 Sea Zone ANZAC collect 14 PUs; end with 14 PUs Trigger ANZAC Liberates DNG: ANZAC met a national objective for an additional 2 PUs; end with 16 PUs Objective ANZAC 2 Control Strategic Islands: ANZAC met a national objective for an additional 5 PUs; end with 21 PUs Combat Move - French Combat - French Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 99 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 97 Sea Zone Trigger Remove All Wolfpack: has removed 1 Wolfpack owned by Germans in 95 Sea Zone Non Combat Move - French Trigger Wolfpack at99 SeaZones: Germans has 1 Wolfpack placed in 99 Sea Zone Trigger Wolfpack at95 SeaZones: Germans has 1 Wolfpack placed in 95 Sea Zone Trigger Wolfpack at97 SeaZones: Germans has 1 Wolfpack placed in 97 Sea Zone 1 destroyer moved from 109 Sea Zone to 110 Sea Zone 1 cruiser moved from 109 Sea Zone to 110 Sea Zone Turn Complete - FrenchCombat Hit Differential Summary :
Japanese regular : -0.17 ANZAC regular : -0.33Looks like you used Edit to change Italian territories and units to
Germans which resulted in getting 0 lira. Just adjust it accurately before you start your G turn. In the future, you don't have to edit anything, Triple A will do the changes automatically on the G turn after the 5 IPCs are paid for the Takeover.38422b21-53d5-4a49-aead-fbbd081615fc-trout-cat-game-3-f8.tsvg
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@trout said in EXP G40 Game 3 Trout vs JCat:
38422b21-53d5-4a49-aead-fbbd081615fc-trout-cat-game-3-f8.tsvg
ok but the game did NOT increase the IPU for Germany - it removed the 5 but did not get the credit and the rules state that they should get them for use this turn.
so add this? or ?

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@johnnycat If 40 was the Italy bank then yes add to G and enjoy your enlarged Deutsche Bank account
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yea you have to do the PU transfer manually. But if there is potential for Convoy damage you have to roll for that by hand or finish turn without takeover and restart at Place units so you can place the Takeover Token.
I find it easier to roll by hand for the Convoy/Blockade damage. Remember to count the Objectives and the auto 3 spot.
Most of the dudes change after Italys turn. You will have to edit a few. The Rail unit will auto deploy to Berlin.
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@trout OK well one more issue
EDIT: Removing units owned by Germans from 97 Sea Zone: 1 armour, 2 artilleries, 2 infantry, 1 mech_infantry and 3 transports
EDIT: Adding units owned by Germans to Southern Italy: 1 armour, 2 artilleries, 2 infantry and 2 mech_infantrysI realize that I did not land those guys and they were to go to Northern Italy, of course... I see you put them in the south. OK for me to move them to the North?
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@beelee Could you please explain the convey damage - is it in this display

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Convoy ( Blockade in Triplea ) is same as OOB. Page 22

So 1 roll for Ships and Planes, no CVs or Trprts, I'm not sure if Escorts do or not, and a 1-3 is a hit and it does that much damage to the economy.
e.g. a DD rolls a 2 and a Ftr a 1, they would do 3 damage total. So minus 3 Income to who they are convoying.
Subs roll 2 dice
I'll do an example a bit later showing the TakeOver step by step
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@beelee thank VERY helpful, But what is going on in the screenshot here?

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Could you elaborate on what part you don't understand ?
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@Trout. I keep posting this sign - this is from our game not a random example. So am I to read this that you have two blockades over Italy income? se szone 93 and that the game rolled a 2 and a 4 so 15 collected but 2 lost to convoy damage.
So 48 gets added to the German turn 9:: 71 - 5 for th take over +48 = 114

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@beelee I don't understand if you are referring to things in general or the specific case which is this image so I gather the 2 were lost

In other words I get it yes. Thank you. And apparently the game did it because this is the image from that Italian turn
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yea so you don't need to subtract the 5 bucks from germany when using the Token. A "UserAction" will pop up at start of G's turn and ask if you want to takeover Italy. If you accept it will auto deduct the 5 bucks
Edit
I will provide a detailed example after bit -
@johnnycat Happy Saturday my Cali evil genius friend
Had an idea for you since you are on a quest to figure out how this Takeover thing works. If you want to keep redoing your I8/G9 turn until you figure out the TripleA mechanics of it and then get your units where you want. Then feel free to do it a few times and then just post it when you are happy with the results. My F8 turn is not going to change no matter what you do so you can just follow these instructions for it and work on your Takeover. My F8 turn that you can just do and then move straight to your G9 are:- ANZAC purchase escort/destroyer/transport/infantry.
- destroyer and two fighters attack the sub in Sea Zone 45
- ANZAC Navy move to Sea Zone 54 and the two fighters after combat land on the carrier
- For France, just the destroyer/cruiser move from SZ 109 to SZ 110
Anyway, that can give you some time to just tinker with it until you get it right. Beelee is busy coming out with the new version of this game which will have the new Naval Commander units added, etc. He does great pro bono work with that. I should at least buy him an Irish Coffee sometime for a teensy bit of compensation.
You'll get it figured out very soon. I think you're almost there actually. Just need to place the token on your Italy turn, press the button paying the 5 IPCs on the Germany turn, and add the Italy bank account to Deutsche Bank via Edit Mode. Until then have a great rest of your day.
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Sorry it took me days. My (who was my fiancé last month) contacted me suggesting a future meeting so maybe that is good. It was difficult for me to concentrate on this game with all that emotion running around.
trout-cat-game-3-GERMANY_9_4Gibraltar_Mined.tsvg
GAME NOTES:
Now that I am learning it everything from the army groups to factory strategies are feeling almost east now.Congrats to Field Marshal @Trout for taking my West German factory and squishing it down to a minor - I always felt you were wasting your time and money with those bothersome paratroopers always dropping into their demise but now I see the point of that.
I formed a Panzer Group with a Waffle House Panzer Leader but not all the tanks are waffle tanks.
I formed a Waffle House Wait staff lead by a special fanatic and containing a special waffle artillery (had to plan to make those) and a waffle tank and some elite guy.
I HAVE NO IDEA what is the best make up for these groups - I would love to hear suggestions and even regroup them if that makes sense. I even have one of those Panzer Jagers (Tank Destroyer) that defends well so maybe he should join?
STRATEGY - I have been struggling all game to figure out how to assess the map in terms of reality of battles and it is better now. Thank you for patience.
While I WILL get into huge complicated battles with you, possibly next turn if you fall for my trap, I avoided the obvious blocking move because I know that you will just attack Slovakia even if you have a 1 percent chance and that makes sense because you have nothing to lose and my pieces are more precious in a sense.
I am surprised that you gave me Africa and Egypt, however, so I took it. And I STILL kept going to India which was my goal. Because you did not blow Egypt, however, I had to slow down and the battle wiped out almost all my methamphetamine-addicted Waffle Water Boys YOU F-ING MONSTER YOU!
Now I have to train more fanatics.
The Naval Mines are all placed where you would think but the graphics don't allow me to place them on the line between the med and the Atlantic.
If you do cross that line I would like to be online to see how you roll it. With 4 mines there and each one having a 33.3333% chance to hit and it being done for each vessel, odds are great that you would lose transports full of horny young seeman smoking cigarettes and reading National Geographic zines to see the naked African women... So don't cross the line, heeeheee. PS. I built two more naval mines so please leave one of my escort vessels so that I can build a wall.
I don't think I have anything else say other than, unless I read it wrong, we should have a few more good turns and I can finally build out and use these army groups
SSR up Sir
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@trout The Takeover thing worked perfectly - no need to revisit it now. I totally get how it works
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sorry forgot one thing
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@trout I did not use any RR this time and should have but like I said my emotions about my lady...
But please check the board and see if I have 3 RR units - I recall seeing more but should only have 3.
Thanks
PS. I think that they appear during non-combat - so if you look now you see two in Germany and I think that those might need to be removed.
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@johnnycat Hey JC. Something is wrong with your turn. I don't know where but there are some SS infantry in the Egypt attack but the SS guys cannot travel across Sea Zones. They are so in love with their Fuehrer that they never go very far from the Fatherland. I don't know if the rule is just for play balance or historical realism because they were never in Africa in the real WW2 but in any case, need to redo your turn for that. On another note, I am glad my AAA killed a plane. I usually never buy those but I saw that the only way you could attack Egypt was with multiple aircraft so glad that paid off.
Okay, I looked at it closer and your Armies look wrong too. Waffen Armies can only contain Waffen units. So need an SS something instead of the Elite Infantry. Also for your Panzer Army, you have SS tanks in there but SS units can only be in Waffen Armies. There is one SS Panzer Army that G is allowed to build. For that, need SS Panzer General and three SS Panzers. But regular G units and SS units can never be in the same Army. So need to correct that also. Recommend you just redo your entire I8/G9 turn maybe if needed to correct those things.
These things are all in the rulebook but you already knew that.
Looks like your SS dudes went to Syria in your G8 turn. So do you want to go back to G8 and redo from there? Or just let it go as a learner game where you will get it right next time?